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Fixer

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Everything posted by Fixer

  1. Some sort of CometChat thing popped up when I was looking at a file and it lagged me badly. It is at the bottom of this screen as well. There doesn't seem to be a way make it stop appearing. I would like to be able to turn it off. On dialup it lags me severely.
  2. When I am trying to figure out a problem in my game, I always find the most likely culprit and disable it. Then I reload the game and try to duplicate the error. Just don't save and it won't mess anything up. Often you can find any problematic mod in this fashion and then load it up in TES4EDIT and see what it's doing. It could be something isn't lining up right in a script.
  3. Under skills, there appear to be two Use values. One is 0 and (for Destruction) the other is 1.2, for example. When I activate the Skill Progression for Casting mod, it switches these values. I can figure out that one value is for the act of casting the spell (regardless of whether or not it does anything). What I am trying to determine is whether or not the second value is for 'striking a valid target'. I also am wondering if there are numbers in both values that it would be additive or replacement. What I want to do is make it so that if you cast a spell or swing a weapon you get a small amount of 'experience' applied toward that skill (1/10th the normal amount). The increment would be small, as you are just waving a sword around or casting spells into the ether. If you actually connect with a target, the amount of 'experience' applied goes up to the normal amount. Any input would be appreciated.
  4. My son has seen me play Oblivion (he's not allowed yet, too young) and we have talked about 'modifying' the game to add stuff into it. He is a big Pokemon fan so he asked me if it was possible to modify the game so he could run around and catch pokemon and train them, etc., like he does on his DS. My first inclination was to talk to him about the legality of such a project but then I realized this was something he was passionate about (you could see it in his eyes). If nothing else I figure I could use this as a learning tool. So, I said we can work on it. We are starting from the basics: worldbuilding. He, of course, wanted to do the entire pokemon world but I managed to get him to agree to start with just one region: Hoenn. He is currently doing the map for it. I gave him some big grid paper so he can detail what goes where, and took out his games and checked the maps so we can make sure we don't miss anything important. He is about 30% of the way through the big map at present. I want him to start in the beginning town. He can walk around the town and go into people's houses (like in the DS game) and maybe toss a few people in. After he gets the town done, we can work on the next step, and so on. So he can really see the results of his work as he does it. My question to the modding community is this: what pitfalls should I try to avoid? He is young, so I am unsure how long he'll work on this project, but I intend on allowing him to work on this for as long as he has the energy. Learning modeling, animation, and similar skills at such a young age can only do him good in the future, especially the way the world works these days. Thank you for your time.
  5. Hmmmmm... *attempts to modify Oblivion.esm* *causes singularity* *escapes using GetMeOutOfHere!OhCrap!™ emergency exit device* *watches implosion of the Earth from a safe distance* ---------------------------------------------------------- Seriously, though, I think I'll give it a try. *backs up his directory first*
  6. What if I want to permanently merge mods into Oblivion.esm? What will happen?
  7. If I can get a COPY of the mod, I will be more than happy to correct the grammar, misspellings, and similar details. My German is really rusty, but I can grammar-correct with the best of them. EDIT - Ah, found it with a search. I will work on it over the weekend.
  8. Hmmmmmm... my nephew gave me his bricked 360. I wonder if I can take parts out of it to mod my PC.... THAT would definitely be a way to run Oblivion on the 360-PC... But I guess it wouldn't be a 360 then...
  9. You can also try to make the files into a BSA file. There is a utility for that. That way they won't be showing as individual directories, they will list only as a single file.
  10. That last problem sounds like you are using Streamline. It tends to mess with sliders. It has an INI file you can adjust to stop it from messing with your grass slider (or any other slider).
  11. I can see where you need help most: Paragraph structure. After the fourth sentence that first paragraph was hard to read. Please break it up a bit to help others read. Unfortunately, I am not good with CS. I am just learning it merging mods together myself. I do wish you luck in your effort, though.
  12. Here is the list I compiled a few days ago of the ESP files in my Data directory I intend on merging. A few more have been added since then relating to races. Some won't make it into the final ESP mods I am making. Knights and Shivering Isles, because of legal issues. OOO, because of certain dependencies, will not be merged. All the patches for the other mods will be merged into appropriate mods to be loaded after their main file in the load order. Some files will be removed from this list as they are discovered to be redundant (I am thinking several of the M.O.E. mods, really, have been made obsolete). The end result will be a series of mod patches loaded in a specific order that will eliminate the need for bashed patches (which is good as, for some reason, my Wyre Bash refuses to work any more). The big core mods will still need to be loaded, but their related patches won't need to be loaded as dozens of extra files, each requiring various bash patches, etc. This should result in a load order consisting of perhaps 20-30 files, instead of the 300-or-so I have now. TRoN Unofficial Oblivion Patch UOP Vampire Aging & Face Fix Oblivion Citadel Door Fix Permanent Effects from Quest Items fix TRoN Vwalk Unofficial Shivering Isles Patch SM Plugin Refurbish - SI Enhanced Water v2.0 HDMI MIS Low Wind MIS New Sounds Optional Part Oblivion_SI Vwalk Full UOS Sunlit Interiors 1.31 Akatosh Mount By Saiden Storm Brighter Torches_v1.2 DBSQR DBSQR - Shivering Isles Grand Potions Infinite Charge More_Vegetables Morrowind Ingredients MYR_AyleidExtensions NWJtamriel NpcwithJobsCreatures Oblivion Cats v0.2b P1DseeYouSleep Quarls_Harvest SoT_Holiday Underneath your Robe for SI Cutthroat Merchants Enhanced Economy Choices and Consequences kuerteeIgnoringTheMainQuestHasConsequences Expanded Hotkeys and Spell Delete v1.0 GuildmasterChests Hentai Mania M.O.E. - New Staffs, Blight and Ashstorms M.O.E. - Playable Scythe TamrielTravellersItemsnpc M.O.E. - Unlocked Palace Guard Armour M.O.E. - Unlocked Glenroy and Captain Renault Blades Armour TamrielTravellersItemsVendor lootableSIArmor SentientWeapon Thieves Arsenal ExnemRuneskulls Cobl Glue Cobl Si OOO 1.32-Cobl Cobl Tweaks Oscuro's_Oblivion_Overhaul DBSQR - OOO Choices and Consequences - OOO VASE - Vanilla Cyrodiil VASE - Vanilla SI Oscuro's_Oblivion_Overhaul Vwalk TamrielTravellerAdvscript TamrielTravellers4OOO TamrielTravellersItemsCobl ShiveringIsleTravellers ShiveringIsleTravellersFriendlyFactions SSEE-OOO TamrielTravellers4OOO Vwalk OOO-WaterFish Enhanced Quest Roleplaying ShiveringIsleTravellers Vwalk Enhanced Quest Roleplaying - OOO AnorielsCrossroadsManor 1.2 Bjornheim Blackrock_Mountain-4489 Salmo the Baker, Cobl BravilSeaDomes DexwoodsHideout The Emerald Isle Extended Imperial City Version 1.0 Extended Chorrol Extended Skingrad eyja Fort Ferrion Fort_Krakatus-8431 Grand Ayleid Maze Extended City Series Vwalk GTAesgaard_2 eyja Vwalk GuilesHedgewizardsHovel GuilesHuntsmenLodge HackdirtCaverns Haunted_House_v1.5 JolardHome kingdomofAlmar kingdomofAlamar_OOO Kvatch Rebuilt Kvatch Rebuilt - OOO Compatability EiAmod EiAmod_ShiveringIsles Kvatch Rebuilt Vwalk EiAmod_ChocesandConsequences Lair_of_the_Hydra-4490 OldCrowInn GlenvarCastle M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower M.O.E. - The Black Sacrament - Night Mother's Ritual Malevolent MountainTower Nascoto Isles 3 Pek_Halls_of_The_Phoenix_Order PirateIsland Reaper's Coldstone Town Raiders of Cyrodil Ruins of Aeris Zul Ruins of Tarnesia Servant of the Dawn TempleoftheFullMoon The Ayleid Steps The_Tower_of_the_Lich_King-4492 thievery TR_Stirk Stirk_Compatibility_Patch VHBloodlines 1.2 Villages1.1 Cybiades CybiadesDungeon WeaponsOfTheNine WeatherWizard VHBloodlines 1.2 Vwalk Windfall 24hourArena cybCrashFix Cybiades Vwalk Knights.esp Knights - Unofficial Patch SM Plugin Refurbish - Knights DBSQR - Knights of the Nine Knights Vwalk UOP Damarask TOTF RTT The Lost Spires The Lost Spires_delayer Mighty Umbra Lost Paladins of the Divines The Mystery of the Dulan cult Shadowcrest_Vineyard_COBL ElsweyrAnequina ElsweyrAnequina Vwalk bartholm Harvest [Flora] Harvest [Flora] - Shivering Isles Pitcher Plant and Lily Ingredients 100 % Harvest Chance Bag of Holding DarkAltars M.O.E. - Bone Names and Priced Skull M.O.E. - Icons for Mythic Dawn Armour - Fix M.O.E. - Lycanthropy and Lichcraft M.O.E. - New Classes P1DKeyChain SI Merged RTSWelkyndClstrTreasure seorin's Artifact Fix ScriptIcon_Replacer Silgrad_Tower_T Toggleable Quantity Prompt
  13. I have been working on my collection of mods that I picked up here. I hit the 250+ limit and started to merge them together to be able to use them all. I am not done yet but, when I complete the process, I will be at roughly 300 mods combined into a shorter collection of mods (about 10-20). I am also going through the NIF and DDS files and, for those that are identical, combining the links so there is only one copy of the file necessary to reduce disk space usage. I am, essentially, bashing all these files together and making sure compatibility is not an issue. I recognize no DLC works can be legally shared (so Knights.esp, DLCShiveringIsles.esp, and their associated BSA files won't be in the mod, although it will require the files) but the rest of it is all from TesNexus. I fully intend on listing ALL the mods within the files, even though I have forgotten from whom I have gotten most of them. I will list what I can remember or rediscover. Some people may not appreciate the merging of their mods with others, but this is being put together more for people who want to play a large amount of mods but don't have the skill or experience necessary to merge large numbers of mods together. I didn't ask anyone's permission to do this, obviously. Therein lies my question: Once I complete all this work, what is the etiquette on sharing it? What are the TesNexus rules on sharing mods whose original creators/designers might take issue with their mods being combined in this fashion? Thank you for your time in reading this. I anxiously await any replies.
  14. I have about 350 mods I want to run in Oblivion. I hit the cap for mods a long while back so I have been working on merging them into a few super-mods. Hit a few snags here and there. First one was missing nirnroot meshes (fixed that easily enough). Now I go to visit the island of Stirk, as it is supposed to be loaded, and the landscape is all missing. Rocks, buildings, NPCs are all there, but no dirt. How does one merge landscapes together? I figure I take all the landscapes from all the mods and merge them into one file to make sure I am not missing any. Is this do-able?
  15. Make certain you have the latest meshes and textures of your choice loaded. This site has everything from hugely busty women and men hung like horses to totally G-rated underwear and slight builds. http://www.tesnexus.com/downloads/file.php?id=29134 This one is a recent upload. I haven't tried it since my Oblivion won't run at the moment. There are others. Just search through the archive.
  16. Well, for starters, look here: http://cs.elderscrolls.com/constwiki/index...t_Game_Settings That might help a lot. For the life of me I cannot find the name of the variable that says, "you are being noticed, even though you aren't sneaking". Seriously, can someone tell me what the name of the counter is that tells you how many people can see you at any given moment? I am googling like crazy and coming up with naught.
  17. You can edits mods, you just have to know what you're doing. I have one mod that I picked up from somewhere that I want to modify. I found the dialog option that I want to tweak but am unsure how to change it. The line I want to change searches the entire cell for other actors (dead, alive, NPCs or monsters). If no one other than yourself or the person you are talking to is present it chooses one dialog option while if anyone else is present it goes to a second dialog option. I want to change the search parameters to search for 'observing' instead of 'present in cell'. Unfortunately, I do not know how to script that. Thus, when I find out HOW to script that, I can simply change that script in the dialog to do what I want. Until then, I have to do my research. So, you can change a mod, but doing stuff you don't know how to do will break them. Make copies before you play with them and don't save until you are SURE it works right.
  18. I have a really odd problem. I was modding away, trying to cram as many mods into Oblivion as I could and I had everything working wonderfully. Then, I attempted to remove COBL through OBMM and realized I hadn't turned the files into a BSA yet. I reinstalled COBL and then tried to run Oblivion, making sure it still worked. It crashed to desktop (CTD) before even showing the load bar. So, I tried a few things to fix it and none of them worked. I moved all my work to a backup directory and did a clean install of Oblivion. I was thinking I can just start putting everything back afterwards. This is where things get wierd. I did a fresh install of Oblivion from the CD. I load KoTN and SI because I have the GoTY edition. I haven't run anything else so I figure I'll test it and try to start Oblivion. CTD! I got the Bethesda quick intro movie, but after that it died! I tried installing the Oblivion/SI official patch and it failed saying no old file found. (Does that mean I have the most updated files?) I installed OBMM and unchecked everything except Oblivion.esm and tried again. CTD! At this point I am really frustrated so I get to thinking what could cause it to crash on a fresh install. I think it is one of three things and want to know which one is most likely. I didn't have a chance to check before I had to go to work (which is where I am tying this from). 1) Files were not uninstalled completely and something in the old INI is causing problems. I will wipe out my old games, not a problem. I was rebuilding a bunch of mods to work together in a way I would like to start a new game anyway, so I wouldn't lose anything I would miss. 2) The CD drive doesn't seem to spin up like it's being accessed by the copy protection. I think it might be failing to read the CD and CTD for that reason. I don't know what could cause it not to access the CD, though. It installs from it just fine. 3) The OS (Windows XP with all the latest patches) is fubar'd and just do a fresh rebuild of the PC. Any help would be appreciated. My wife would have a fit if I did #3 but I use the PC far more than she does.
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